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Latest camera Activity

Quantum Duck
August 29, 2024 10:49 PM
Devlog #18 (Nuts and Bolts) -- February 18, 2019

Hello internet,

A huge portion of the changes/updates for this month are based off of the feedback I received last month during the small closed alpha. 

Level Revamps Planet 2

Revamped planet 02 and planet 04 (internal naming). Planet 2 was basically stripped of many elements (possibly to be use…

583 views
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Quantum Duck
August 29, 2024 10:49 PM
Devlog #25 (Melee Improvements) -- October 5, 2019

Hello Space Cadets,

Here’s a quick update for what is new in Raygun Gadabout since last time.

  FY-1 Bot

Created a helpful bot that dishes out hints and tips on how to play the game. Previous hints were triggered, how you can choose to check them out or ignore them.

Planet Orbits

When you orbit …

556 views
FPS: Handle rotating gun with camera

snoken said:
windowClass->camera->SetDirection(glm::normalize(direction));

This function should create a orientation matrix for the camera (and / or it's inverse), which you could use directly instead trying to replicate it.

Besides, eventually the orientation of the model is right, but just the…

4,318 views

@undefined Thanks! this fixed my issue! The camera now correctly looks down at it. The other issue I am having now is that my object seems clipped from the edges but it has nothing to do with the camera far plane since if I set it to a really high value, the issue persists 

5,958 views

I just figured out how to add pitch, yaw and roll to my camera, and it works well enough. However my image appears to distort as I roll the camera! The box appears to be a little wider than it is taller when the camera is in it's default orientation (Which also shouldn't be true) but when I add 90 …

3,371 views

Not sure that any book will teach this. In general, books teach the fundamentals – how to make transformation matrices, how to project data to the screen, and so on – and then you have to figure out the specific details of how to combine the tools that exist, to get the end result you want.

There ar…

6,342 views

Outlines could do the job, but then again - it looks less immersive and if you need invisibility you need to not-draw the outline when in some location (or standing still for too long).

It's still an advantage to hide behind something though.

6,637 views
enigma_dev
February 06, 2022 03:33 PM
DevBlog 15 - Binary Camera Collision

How to stop a camera from clipping into models; without using raycasts (because my engine doesn't have easy an easy generic ray cast system).

My firsts idea was to just slap a collision shape around a camera, but this has some issues.

By surrounding the camera with an OBB (oriented bounding box), we …

11,872 views
enigma_dev
January 02, 2022 03:25 PM
DevBlog 11 - Player Camera (Quaterion Based) and Control


I created a camera system in c++ from scratch to control fighter ships.

fast fastest iteration, I created a tool to tweak parameter in real time, using ImGui.

this let me find the "feel" I was imagining for the ship, without needing to recompile code

being able to pilot the ships let me test fighting …

7,151 views
tbullgames
February 22, 2021 09:49 AM
Devlog #3

Hello Gamers!

We bring up another topic in our devlog - camera mechanics! This time, instead of the written version, we recorded a video for you. 

We invite you to watch, comment, and add the game to the wishlist on Steam!

Youtube: https://youtu.be/NdOK7hBicD8

ADD TO WISHLIST (STEAM)

5,937 views
khawk
October 16, 2020 07:52 PM
GlassBox Technologies Releases DragonFly 2.0

Virtual Production Software specialist Glassbox Technologies has released an upgrade to its professional, cross-platform virtual camera solution DragonFly. The latest upgrade, DragonFly 2.0, brings major advancements in camera tracking capabilities, including the addition of HTC VIVE’s VIVE Tracker…

6,234 views
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